NACK3D
16-bit mobile 3D scanner using SfS to create high-fidelity depth & normal maps.
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About
Nack 3D Scanner is a specialized mobile tool designed for 3D artists, game developers, and VFX professionals. Unlike basic photogrammetry apps, it utilizes a sophisticated "Shape from Shading" (SfS) algorithm to reconstruct surface details with high precision.Key Technical Assets:High-Fidelity Output: Supports 16-bit export for depth and normal maps (PNG/EXR), providing the dynamic range required for professional 3D sculpting and displacement mapping.Unique Tech Stack: Implements custom SfS logic to capture fine surface textures that traditional scanners often miss.Clean & Documented Code: The project is written with a focus on maintainability. The source code includes detailed developer comments explaining the logic and math behind the processing.Niche Market: Targets a specific professional audience in the growing 3D asset creation industry.What's included in the sale:Full ownership of the source code (Kotlin/Java).All UI/UX design assets and branding.Development documentation and integrated code comments.Current user base and store listing rights.Reason for selling: I am a solo developer moving my focus toward new AI-based research projects and looking for someone to take this unique technology to the next level.
Comments (5)
So a 16-bit mobile 3D scanner using SfS - that's quite ambitious. How does it handle complex textures and transparent objects, and what's the typical scan time for a decent-sized object? 🤔 The UI looks pretty polished, by the way.
So the NACK3D uses Shape from Shading to create depth and normal maps - how does it handle complex textures or reflective surfaces, and are there any limitations to the types of objects it can scan effectively?
seems niche but honestly curious who's paying for mobile 3d scanning when blender + photogrammetry is free
wait, 16-bit depth maps on mobile? that's actually wild. most phone scanners are lucky to get decent 8-bit outputs lol curious how the SfS algo performs in varying lighting conditions though — like does it need controlled studio setup or can you just scan stuff outdoors? also what's the export workflow looking like, can you push straight to blender/unreal or is there some conversion step? the normal map generation is honestly the more interesting part to me. if the quality is there this could be huge for texture artists who don't wanna mess with complex photogrammetry rigs
so sfS on a mobile device, that's pretty ambitious - wonder what kinda processing power they're throwing at it to get those high-fidelity depth maps, and what's the usual workflow like for integrating these scans into a larger 3d pipeline?
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